From 5d6ceb868e80450f2fc14c6e56bbc73953d597a1 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Fri, 18 Nov 2016 14:40:53 +0100 Subject: [PATCH] Move viewport stuff to its own function --- src/r_poly.cpp | 30 ++++++++++++++++++------------ src/r_poly.h | 1 + 2 files changed, 19 insertions(+), 12 deletions(-) diff --git a/src/r_poly.cpp b/src/r_poly.cpp index 7a06a471e2..4dc90027d0 100644 --- a/src/r_poly.cpp +++ b/src/r_poly.cpp @@ -40,6 +40,7 @@ void RenderPolyScene::Render() return; ClearBuffers(); + SetSceneViewport(); SetupPerspectiveMatrix(); Cull.CullScene(WorldToClip); RenderSectors(); @@ -67,6 +68,18 @@ void RenderPolyScene::ClearBuffers() NextSubsectorDepth = 0; } +void RenderPolyScene::SetSceneViewport() +{ + int height; + if (screenblocks >= 10) + height = SCREENHEIGHT; + else + height = (screenblocks*SCREENHEIGHT / 10) & ~7; + + int bottom = SCREENHEIGHT - (height + viewwindowy - ((height - viewheight) / 2)); + PolyTriangleDrawer::set_viewport(viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, screen); +} + void RenderPolyScene::SetupPerspectiveMatrix() { static bool bDidSetup = false; @@ -77,29 +90,22 @@ void RenderPolyScene::SetupPerspectiveMatrix() bDidSetup = true; } - int height; - if (screenblocks >= 10) - height = SCREENHEIGHT; - else - height = (screenblocks*SCREENHEIGHT / 10) & ~7; - - int bottom = SCREENHEIGHT - (height + viewwindowy - ((height - viewheight) / 2)); - PolyTriangleDrawer::set_viewport(viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, screen); - // Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code... // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. double radPitch = ViewPitch.Normalized180().Radians(); double angx = cos(radPitch); double angy = sin(radPitch) * glset.pixelstretch; double alen = sqrt(angx*angx + angy*angy); - //mAngles.Pitch = (float)RAD2DEG(asin(angy / alen)); + float adjustedPitch = (float)asin(angy / alen); + float adjustedViewAngle = (float)(ViewAngle - 90).Radians(); float ratio = WidescreenRatio; float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio; float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees); + TriMatrix worldToView = - TriMatrix::rotate((float)asin(angy / alen), 1.0f, 0.0f, 0.0f) * - TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) * + TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) * + TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) * TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) * TriMatrix::swapYZ() * TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z); diff --git a/src/r_poly.h b/src/r_poly.h index f18f8a3cd9..4be49f5321 100644 --- a/src/r_poly.h +++ b/src/r_poly.h @@ -88,6 +88,7 @@ public: private: void ClearBuffers(); + void SetSceneViewport(); void SetupPerspectiveMatrix(); void RenderSectors(); void RenderSubsector(subsector_t *sub);